Safeties disabled. Mod mode engaged.
Yes, her amplifed Core Overwill does not go away if your blocking.
Nice tech!Since the auger kb seems like it would be rare to pull off the fly, I came up with this. Seems this is the most optimal If the opponent presses any button other than rolls, block, or a delayed wake up. I'm no pro, so I'd like to know you're guys opinion about this
It's safe on block and starts up in 4 frames. What.If I recall they wanted this to be her zoning variation? I might be wrong but if that was the case, removing her shield makes no sense.
She lost her big damage from v1 and instead we get Core Overload, which I fail to see it's use. It beefs up her damage when she sweeps, does 223 or 224 and grab....ok cool but not significant in my opinion.
The dive kick is a gimmick. I tried to use it in conjunction with the bomb early on and it still doesnt really do much IMO. Sure it's fun but once you get blocked, you're done.
Im still keeping an open mind but for now ill stick with the much better V1
Yes as long as the interactable doesnt have a cinematic or has a long startup you can make this happen. The tricky part is though that some interactables like the car on desert command can be timed to freeze an opponent in a standing animation but will be airborne when you hit them out of freeze.It's like poetry on the screen I swear.
So basically you need to have an interactable there right? Because you can't just grab them. And it needs to be one that doesnt have the slow mo animation